A Theory of Universal Artificial Intelligence based on Algorithmic Complexity. Hutter (2000)
Development of a Concept Learning Capability for a Human Performance Model. Glenn; Le Mentec; Ryder; Santarelli; Stokes; Zachary (2003)
Knowledge Scoring Engine (KSE) for Real-Time Knowledge Base Generation. Jodlowski; Carruth; Lowe (2003)
Pattern-based AI Scripting using ScriptEase. McNaughton; Redford; Schaeffer; Szafron (2003)
The Incorporation of Validated Combat Models Into a Discrete Event Simulation (DES) CGF. Courtemanche (2000)
Toward An Object Oriented Design For Reproducible Results in Military Simulations. Youmans (2001)
Situation Awareness and Assessment An Integrated Approach and Applications. Zhang; Hill, Jr. (2001)
Developing Requirements for Building MOUT Representations in M&S Using the Battles for Grozny as Case Studies. Lannon (2003)
Spatial Plans, Communication, and Teamwork in Synthetic MOUT Agents. Best (2003)
Facilitating Learning in a Real Time Strategy Computer Game. Sweetser; Dennis (2001)
Representations and Solutions for Game-Theoretic Problems. Koller; Pffeffer (1997)
Intelligent Agents for an Interactive Multi-media Game. Nicholson; Dutta (1997)
Utilizing Artificial Intelligence to Achieve Dominant Battlespace Awareness/Knowledge (DBA/DBK). Fillman (1999)
Intelligence Preparation of the Information Battlespace- A Methodical Approach to Cyber Defense Planning. Moore; Williams; McCain (2001)
Generating and Solving Imperfect Information Games. Koller; Pfeffer (1995)
Role of Pattern Recognition in Computer Games. Kaukoranta; Smed; Hakonen (2002)
Efficient, Realistic NPC Control Systems using Behavior-Based Techniques. Khoo; Dunham; Trienens; Sood (2002)
GeoRep: A Flexible Tool for Spatial Representation of Line Drawings. Ferguson; Forbus (2000)
Representing Knowledge and Experience in RPDAgent. Sokolowski (2003)
Joint Warfare System (JWARS) Operational Requirements Document (ORD) An Overview of The Joint Warfare System (JWARS); Maxwell (2000)